Everquest Online Adventures

Everquest Online Adventures PDF

Author: Debra Lockridge

Publisher: Prima Games

Published: 2003

Total Pages: 676

ISBN-13: 9780761544227

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Brave the New Frontiers - Exhaustive walkthrough for each class quest (up through Level 20) - Detailed city maps listing every important NPC and merchant - Complete loot tables for every area - Breakdown of all class abilities - Complete faction listings - All trade skill recipes revealed

Everquest Online Adventures

Everquest Online Adventures PDF

Author: David Cassady

Publisher:

Published: 2003

Total Pages: 140

ISBN-13: 9780761542421

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Return to a Time in Norrath's Past - Critical stats for all 10 races and all 13 classes - Crucial strategies for all beginning quests on a class-by-class basis-- from Barbarian to Troll - Detailed lists of all abilities up to level 20 - Essential maps of every beginning area - Exhaustive tactics for creating a winning character

The Minds Behind PlayStation 2 Games

The Minds Behind PlayStation 2 Games PDF

Author: Patrick Hickey, Jr.

Publisher: McFarland

Published: 2023-02-09

Total Pages: 245

ISBN-13: 1476648433

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Featuring interviews with the creators of 37 popular video games--including SOCOM, Shadow of the Colossus, Tekken Tag Tournament and Sly Cooper--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of the original PlayStation 2 era. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.

Everquest Companion

Everquest Companion PDF

Author: Robert Marks

Publisher: McGraw-Hill/Osborne Media

Published: 2003

Total Pages: 244

ISBN-13:

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Everquest is a Massively Multiplayer Online Role-Playing Game (MMORPG). This is the only book to tell the story behind Everquest, as it takes readers behind the scenes to meet the game's creators and developers.

Digital Storytelling

Digital Storytelling PDF

Author: Carolyn Handler Miller

Publisher: Taylor & Francis

Published: 2004

Total Pages: 474

ISBN-13: 0240805100

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The first professional book to explore and analyze digital storytelling across interactive media and genres-this book examines how digital storytelling draws on classic narrative techniques and utilizes interactive digital technologies to create today's entertainment.Digital Storytelling explains key strategies for conveying narrative through digital technologies, based on personal experience and numerous case studies, providing project managers, interactive content designers, and writers with the tools necessary for planning a successful interactive project, including ideas for product development and conceptualization. Detailed planning processes for all types of interactive projects are discussed, including videogames, massively multiplayer online games, the Internet, interactive TV, cross-media productions, smart toys, virtual reality, immersive environments, wireless devices, kiosks, and DVDs. The book also covers topics such as: structure, characters and emotions; tackling projects for children; finding work and staying employed; and more.Miller has written Digital Storytelling for the professional and the student, and details what interactive content developers and project managers need to know in a clear, enthusiastic manner.

Massively Multiplayer Games For Dummies

Massively Multiplayer Games For Dummies PDF

Author: Scott Jennings

Publisher: John Wiley & Sons

Published: 2005-11-23

Total Pages: 362

ISBN-13: 0471793116

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Intrigued by MMGs? Here's the place to start Compare games, create a character, choose a guild to join, and have some fun! So your friend keeps talking about playing this cool game with millions of people on the Internet, and you really want to join in? Great idea! This book will let you in on the lingo, provide a little background on MMGs, help you choose a character, and prepare you for a trip into the fantasy world. Discover how to * Choose a game you'll enjoy * Start developing a character * Survive player vs. player combat * Find useful gameplay guides * Slay more monsters * Team up with other players

The Video Games Guide

The Video Games Guide PDF

Author: Matt Fox

Publisher: McFarland

Published: 2013-01-17

Total Pages: 385

ISBN-13: 078647257X

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The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms.

Multiplayer Online Games

Multiplayer Online Games PDF

Author: Guo Freeman

Publisher: CRC Press

Published: 2018-02-12

Total Pages: 127

ISBN-13: 1351649965

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Multiplayer Online Games (MOGs) have become a new genre of "play culture," integrating communication and entertainment in a playful, computer-mediated environment that evolves through user interaction. This book comprehensively reviews the origins, players, and social dynamics of MOGs, as well as six major empirical research methods used in previous works to study MOGs (i.e., observation/ethnography, survey/interviews, content and discourse analysis, experiments, network analysis, and case studies). It concludes that MOGs represent a highly sophisticated, networked, multimedia and multimodal Internet technology, which can construct entertaining, simultaneous, persistent social virtual worlds for gamers. Overall, the book shows that what we can learn from MOGs is how games and gaming, as ubiquitous activities, fit into ordinary life in today’s information society, in the moments where the increased use of media as entertainment, the widespread application of networked information technologies, and participation in new social experiences intersect. Key Features: Contains pertinent knowledge about online gaming: its history, technical features, player characteristics, social dynamics, and research methods Sheds light on the potential future of online gaming, and how this would impact every aspect of our everyday lives – socially, culturally, technologically, and economically Asks promising questions based on cutting-edge research in the field of online game design and development

Game Preview

Game Preview PDF

Author: Nicolae Sfetcu

Publisher: Nicolae Sfetcu

Published: 2014-05-04

Total Pages: 825

ISBN-13:

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A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc. While many different subdivisions have been proposed, anthropologists classify games under three major headings, and have drawn some conclusions as to the social bases that each sort of game requires. They divide games broadly into, games of pure skill, such as hopscotch and target shooting; games of pure strategy, such as checkers, go, or tic-tac-toe; and games of chance, such as craps and snakes and ladders. A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc.

Online Worlds: Convergence of the Real and the Virtual

Online Worlds: Convergence of the Real and the Virtual PDF

Author: William Sims Bainbridge

Publisher: Springer Science & Business Media

Published: 2009-12-08

Total Pages: 317

ISBN-13: 184882825X

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William Sims Bainbridge Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most prominent current example is World of Warcraft (Corneliussen and Rettberg 2008), a massively multiplayer online game with 11 million s- scribers. Some other virtual worlds, notably Second Life (Rymaszewski et al. 2007), are not games at all, but Internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. Although interest in virtual worlds has been growing for at least a dozen years, only today it is possible to bring together an international team of highly acc- plished authors to examine them with both care and excitement, employing a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular and may in future establish them as a major sector of human-centered computing.